This pint-sized rendition of Spinball is structurally identical to the Genesis version, so for the 101 lesson, refer to the 16-bit
Spinball page. Goals are largely the same - knock down targets to open the path to each boss - but the speed is
halved and the moonwalk physics are even more dubious.

With the default control setting, button 1 controls the left flipper and button 2 the right. This can be adjusted in the options menu: in
Type 2 control, press down on the D-pad to raise the left flipper, button 2 to raise the right, and button 1 to raise both simultaneously. Players can also
toggle between two difficulty settings: on Easy mode, the drop target requirements for progressing are lowered (Normal mode is the default). You can also
set the number of continues you begin the game with to 3, 5, or 7 (5 is the default). Each continue is worth a full set of 5 lives. Finally, in-game BGM
can be toggled on or off.

Sonic's list of maneuvers is identical to the Genesis version:

walk -- Sonic's basic ground movement. Hold left or right on the D-pad to make him go.

screech -- While at max speed, press and hold the opposite direction on the D-pad to have Sonic screech to a halt.

look up -- Hold up on the D-pad to have Sonic gaze to the heavens. The camera pans upward, providing you with a view of the level directly
overhead.

crouch -- Press down on the D-pad to have Sonic duck.

spin -- Press 1 or 2 while on flat ground to have Sonic leap into the air with his trademark spin.

Super Spin Dash -- Press down on the D-pad to have Sonic duck, then tap 1 or 2 to have him rev up with a stationary spin. Release either
button for a rolling attack.

Scoring is slightly different than in the original. Rings are now worth 1,000 points each, bumpers 500, drop targets 75,000, and Chaos
Emeralds 500,000. Enemies, all plucked from the original Genesis version, are worth various amounts:

Ferron -- Soldier bots bearing menacing-looking machetes which they are utterly incapable of using. They simply in the air. 35,000 points.

Krondor -- Condor bots that hover in place and hold open the chute lids in The Machine. 45,000 points.

??? -- Wasp bots that fly very rapidly through the air. 80,000 points.

The game's four stages are, thematically, identical to the original Genesis version, but the board design and bosses are much simpler.

Toxic Pools -- 3 Chaos Emeralds are required to proceed to the boss chamber.Boss -- A single, highly bizarre Eggman head similar to the 16-bit Lava Powerhouse boss. He simply hovers around in a circular motion,
occasionally firing sparks from his mouth. The cranium takes 6 hits, with each collision worth 1,000 points and the overall defeat worth 500,000.

Lava Powerhouse -- 3 Chaos Emeralds are required to proceed to the boss chamber.Boss -- A pair of hovering Eggman heads that simply glide back and forth through the air. Each noggin takes 3 spins with each collision worth
2,000 points and the overall defeat worth 1,000,000.

The Machine -- The giant padlocks in the middle of the stage are worth 1,000 points for each collision and 5,000 for total destruction. 5
Chaos Emeralds are required to proceed to the boss chamber.

Boss -- The robot chamber is almost identical to the original 16-bit version. First knock off the two chutes, then sling yourself into the
chamber and spin at will. Each collision is worth 5,000 points, chute destruction is worth 10,000, and overall destruction 3,000,000.

Final Showdown -- 5 Chaos Emeralds are required to proceed to the boss chamber.Boss -- Robotnik is well-secured behind a barrier at the top of the arena. In order to lure him out, you must first destroy said barrier by
running along the 4 valves on either edge of the arena until they're destroyed. His defenses eliminated, Robotnik hovers down into the arena and
flies around in an erratic pattern. Land 8 hits to clear the game. Each valve is worth 25,000 points, each collision worth 10,000, and the overall
defeat is worth 10,000,000.

Inbetween stages, you get the opportunity to score points and continues in a bonus game. Sonic gets dropped into a giant birdcage (or fish
tank), complete with Rings, bumpers, treasure boxes, and mechanical birds (or fish). The object is to collect as much loot as possible within the time
limit. Spin into a treasure box three times to pop it open and procure 1000 points, 10 Rings, 1up, a continue, or extra time. Collect at least half of the
Rings in the cage to proceed to an adjoining cage. Each round consists of 3 cages, but if you fail to make it to the exit within the time limit, you don't
get to keep any of your loot.

Note that if you get a Game Over, there's still one last hope. A 4-digit roulette spins maliciously at your final score tally: press
button 1 or 2 to stop the roulette. If the 4 digits match the last 4 digits of your score, you win a free ball.

Several months after the release of the Game Gear version, a Master System port was released in Latin America and parts of Europe. The
Master System version is identical to the Game Gear version except for resolution.

Secret Effects: Hidden on the left edge of each stage is a small chamber containing a few Item Boxes. The Item Boxes contain 1ups, Continues, and a
peculiar variant with the Japanese characters for "look" (見る). Pop open the "look" box and you get a hint for a secret code. The codes are
as follows, to be played at the sound effects test in the options menu. The screen should shake if you've put a code in correctly:

View the secret codes: 0, 8, 3, 1, 7, 1. Pop open a "look" box to view the complete code, not just the hint.